
Hinako's hometown is engulfed in fog, driving her to fight grotesque monsters and solve eerie puzzles. Uncover the disturbing beauty hidden in terror.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Availability
We put this game to every storefront we collect. A market that answered not sold has told us something about the game; a market we never asked has not, and the two are never drawn the same.
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 13.43/day in the week to Sep 1 → 25.71/day in the week after.
About

Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, GOG, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $69.99 | 29.4Kreviews | 80% | — | $35.1M |
| $69.99 | 15.8Kratings | 87% | — | not modelled | |
Updates
Build ids and update times come straight from Steam's PICS — the same source SteamDB reads. Patch history grows as we record new builds.
Engagement
Reviews
Themes across 1971 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Sensational game all around with the story + theme + horror aspect absolutely slept on title in the silent hill series. Multiple alternate endings to go for after completing the main story which keep you intrigued throughout the NG+ runs with added cutscenes. Only issues I had were some gameplay soft-lock bugs when doing the NG+/NG++ runs, only thing that wasn't enjoyable was the scarecrow puzzle lol.
优化流畅,简单解密,多周目解锁一些东西不喜欢
Media

Related
Related
Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $35M | 59.8K | 95% | $19.99 | |
| $35.3M | 77.6K | 88% | $19.99 | |
| $35M | 34.5K | 98% | $29.99 | |
| $34.9M | 219.8K | 79% | $11.99 | |
| $35.4M | 31.5K | 95% | $29.99 | |
| $34.9M | 76.3K | 94% | $17.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $4.8K | 37 | 70% | $9.99 | |
| — | 0 | — | — | |
| $0 | 7 | 100% | Free | |
| $10.3K | 27 | 56% | $15.99 | |
| $8.8K | 78 | 82% | $7.99 | |
| — | 0 | — | — |
14 of 15 markets; the rest we haven't asked for this title, not markets where it is unavailable.
14 on sale1 answered “not sold”0 we did not ask
The 1 “not sold” market is read from the Steam price pass of Sep 4: that day the store answered for this game elsewhere and gave no price there. The 14 priced markets are the same rows as the table above — each the latest price we hold, dated here when it is older than that pass. The 0 marked “not asked” were not put to this store at all — either it has no storefront there or we do not collect it yet, and neither is a statement about the game. A refusal is a refusal on one day; a store can list a title again tomorrow.
Too few observations to say whether a discount moves this store's chart at all: across the last 30 days Steam · Top Sellers · Poland has just 17 day-to-day chart moves that followed a price cut, against 2,502 that did not. We are publishing the count instead of a direction — 20 is the fewest we will draw a conclusion from, and price collection outside the United States began on 6 August 2026.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Spanish - Latin America, Portuguese - Brazil, Polish, Russian, Simplified Chinese, Traditional Chinese, Japanese* +1 more
| $34.99−50% |
| 2.1Kratings |
| 86% |
| — |
| not modelled |
| $69.99 | 172ratings | 76% | — | not modelled |
| $69.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 2K reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
太好玩了,兄弟,有着不错的世界观和游戏故事设定,这款游戏我对它的评价是夯爆了
难关和简单难度体验区别很大,难关不止怪攻血高还有怪物摆放位置都不一样拐角杀会比简单多,不过有些拐角杀会有另一个拐角能观察发现怪也是一种提取预判的乐趣了;难关是恐惧→愤怒→愉悦的情绪循环那简单和故事模式就只有愉悦和兴奋了
Good game. Deep dive into puzzles related to Japanese folklore and concepts, decent combat and amazing polished graphics. Best part of the game - the story and the atmosphere of the small sleepy hill town. Eerie throughout, constant goosebump simulator especially in some places like the school, which reminded me of horror animes I had watched as a child like Ghost Stories and Detective School Q, very unsettling vibes indeed. 9/10 game
Me gusto mucho el juego, se siente la tensión en muchos momentos la historia esta muy buena, al final de la primera ruta te deja como diciendo que rayos paso aquí, lo que no me gusto fue la cantidad excesiva de enemigos que aparecen al final, parece que al final no te da tanto miedo el entorno por como es, si no más por la cantidad de enemigos que hay y siendo un silent hill recuerdo que la tensión en el ambiente era super notoria en los juegos previos con los sonidos a metal, oscuridad o neblina, en fin creo que es un buen juego que te sacara algunos sustillos.
A pretty game that struggles to shake off an insipid start and drags itself down with unconsidered combat while being overshadowed in an increasingly impressive market segment. I can’t help thinking that the modern industry has lost a sense of how to build large and engrossing exploration environments -- such as the hospitals and apartment blocks the Silent Hill series has been famous for. Here, they seem to have all the raw materials required for the “run around and solve puzzles and dodge monsters and generally get lost” style gameplay, and yet it never really materializes. I do like the world they’ve constructed for the game to live in. Unlike most Silent Hill games, it’s set in historical Japan and feels like a pretty nice reconstruction of it. But the spaces are made to be run through, and run through only once -- which makes them less immersive environments with environmental storytelling and more backgrounds scrolling past. There are some exceptions to this, but when I see something like this, all I can think about is the construction hours to gameplay minutes ratio. The reason for this appears to be storytelling; this game is oriented around its story in a way that most Silent Hill games are not. This demands an amount of linearality that undermines the sense of mystery and exploration. And sure, this can work, but here it seems to be the wrong call. For one, the story is one of the weakest aspects of the game. I can’t help compare this game to its cousin, the remake of Silent Hill 2 (which I adore). Both the original and the remake (along with other games, such as the fromsoft catalogue) demonstrate how effective it can be to under-express the story when combined with exploration. This was a striking feature of the original SH2, and looking back it’s hard to know if it was genius or insanity. But it worked back then, and the remake team was very smart in how they kept that light storytelling touch, and amped up the acting and other features to make it work even better. The early part of the story involves the main character and her friends; in SH2’s philosophy, just the initial cut scene where they all meet would be enough to establish all the dynamics and characteristics necessary, but SHf feels it’s necessary to include multitudes of additional cut scenes full of jabber to reestablish and “develop” the same points. On top of that, the characters and relationships are just too plain, too cliché, too tedious. It is a story that needs time to bloom, yes -- but I’m not sure I buy that as an excuse. Combat doesn’t really work. You can always tell when the dev team acknowledges there’s an unfixable issue when the default difficulty is “story.” Here, it’s made worse by the way the natural mechanics strongly motivate the player to kill nothing. I felt pretty silly just running past everything and shrugging it off every time I was hurt. By contrast, the SH2 remake surprised me in the opposite way: this style of slow, heavy recovery combat is not as easy to pull off as it seems, and it’s a design challenge that you have to respect in order to solve. The world can be quite pretty and believable. Art is good, and there are some particular stand-outs in some more elaborate enemy models, as well as the VFX for the red plants and character transformations. This kind of Houdini-like procedural effect is good growth for the industry in general, I think. There are some boss fights, and it breaks my heart a little because there’re some good elements there, even if they don’t quite come together. The classic “Silent Hill eerie” feeling is just not there. I’m not entirely sure if this is intentional or not, as there are some moments where they seem to try to get there; but I guess it must be. The puzzles are not good. Here’s another design challenge that requires respect; it’s very easy to make a bad Silent Hill puzzle, it’s very difficult to make a good one. You’ve got to reject the first 99 drafts to find the one that works. The scarecrow puzzle is their exception -- that works on multiple levels, but it’s also fairly elaborate. The game is intentionally only mildly translated. Having some understanding of Japanese culture will definitely help you understand both the story and the puzzles. Very few dev teams working on this scale would be brave enough to make these kinds of demands on an international audience, and I definitely applaud them for that. There is a central topic that the story revolves around; the topic is interesting, only it’s just not clear if the game actually has anything much to say about it. That makes me a little uncomfortable about some of the weightier plot events. Reading this back, I’ve been more negative than I expected. I cannot deny the effort, love, and attention that’s gone into this game by its developers. It is enjoyable to play, and it’s educational when it comes to game development and Japanese culture. Still, I feel I still have to give it a “not recommended,” even if I do so with a heavy heart.
Excelente
还可以
SIlent Souls 3
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.